Open tukkek opened 7 years ago
Skills
Alertness (+2 to Spot and Listen) - ai only Builder: +2 to Electronic and Pharmaceutical. (or +3 to Electronics before #16 ). Educated: +3 to Technology. Gearhead: +2 to computer use and repair (requires at least 1 rank in computer use and repair). Medical expert: +2 to Pharmaceutical and Medical (requires ranks in Pharmaceutical). Meticulous: +2 to Forgery and Search. Skill emphasis: adds +3 to a single skill (doesn't stack). #5 Stealthy: +3 to stealth. Studious: +2 to Decrypt and Research. Trustworthy: +3 bonus to Gather Information.
Combat
Martial arts: allows unarmed attacks (1d4 damage). Brawl: +1 to unarmed attacks, dealing 1d6 + Strength modifier to attack (instead of 1d3). Requires Martial Arts (to avoid Attacks of Opportunity). Improved brawl: upgrades attack bonus to +2 and damage to 1d8 (requires BAB +3 and Brawl). Improved martial arts: doubles you chance of making an unarmed critical hit (Martial arts, BAB +4). Defensive martial arts: +1 to defense against melee attacks. Dodge: +1 to defense against closest enemy (requires Dex 13). Mobility: you disengage faster from close combat. Point blank shot: +1 to ranged attacks. Quick draw: drawing is a free action (instead of move action). Quick reload: reloading is a move action or free with a speed loader.
Reputation
Corporate clout: +4 reputation bonus with Corporations. Political influence: +4 reputation bonus with Government. Legal protection: +4 reputation bonus with Law. Reputation: +4 reputation bonus with InfoSec. Ganger rep: +4 reputation bonus with Crime. Renowed: you gain +1 reputation with each faction. Windfall: +3 to Wealth.
Extra limb: gains extra melee attack at BAB-5, +1 to Electronics, Pharmaceutical #16 , Heal, Medical and Repair (requires an actual implant, can be bought 2 times).
Resistance
Great fortitude: +2 to Fortitude. Iron will: +2 to Willpower. Lightning reflexes: +2 to Reflexes. Cyber tolerant: halves and reduces by 1 Self damage from implants. Endurance: +4 constitution bonus against fatigue. Resiliency: provides 1 Damage Reduction (doesn't stack with cyberware). Toughness: +2 + Constitution modifier to HP (can be stacked).
Heroic surge: allows you to gain a free action one or more times per day.
To simplify, just have it be a % chance of blocking this until the next day.
Level 1 = 100% Level 5: = 1/2 Level 9 = 1/3 Level 13 = 1/4 Level 17 = 1/5
Probably could also let you use a heroic dice for this.
Character#ap //-.5 in this case
Character#nextsurge // set to Character#ap to block repeated use
Character#fight() //resets things like nextsurge when combat is begun
Improved initiative: +4 to initiative (stacks with cyberware but cyverware doesn't stack together).
Combatant#initiative //roll to determine first AP
Authorized: may be brought up to 4 times, each ignores a -1 penalty for buying and selling restricted items (up to -4).
Run: you gain 5 feet in extra movement speed.
2 starting feats, plus those from occupation, plus those from class.